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Archive case / 005

Paper2D

A Blueprint-first 2D action prototype validating modular combat, inventory, world interaction, and PaperZD animation hooks.

Playable prototype

Unreal Engine 5.3 / Blueprints / Paper2D / PaperZD

Video evidence / The capture demonstrates player combat, inventory interaction, and traversal in the prototype slice.

Engineering question

Can a Blueprint-first 2D prototype keep combat, inventory, input, and animation modular as the gameplay slice grows?

Focus

  • Combat contracts
  • Inventory
  • Enhanced Input

The technical question

What was being tested

Can a Blueprint-first 2D prototype keep combat, inventory, input, and animation modular as the gameplay slice grows?

Implementation notes

What I built

  1. 01

    Combat contract

    A Blueprint interface separates damage interactions from individual character implementations and keeps feedback decoupled.

  2. 02

    Input boundary

    Enhanced Input actions keep movement, attack, roll, interaction, and inventory explicit and remapping-ready.

  3. 03

    Inventory layer

    A dedicated inventory component and item structure keep item data separate from the inventory UI.

System map

The working path

A compact model of the relationships this experiment was designed to make explicit.

  1. 01

    Paper map

  2. 02

    PlayerController input

  3. 03

    Combat / inventory / interaction

  4. 04

    Animation and UI feedback

Evidence and limits

What this proves

The capture demonstrates player combat, inventory interaction, and traversal in the prototype slice.

This is a Blueprint-first prototype. Its evidence supports modular system boundaries, not a completed production vertical slice or multiplayer readiness.

Next iteration

Formalize combat and movement states, document the Blueprint contracts, and add content-validation utilities.

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